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How tactics and behaviours work (our fears confirmed) :(


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#626
aeoncs

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Fact. Go watch some other gameplay videos, they have the same behaviour options even at level 12.

 

And this is what PC Gamer has to say on the tactics and behaviour options.

 

I won't rifle through countless gameplay videos until I find one that shows behaviors at a higher level.

And PC Gamer's opinion is worth nothing, no matter the topic, they're little more than a gaming gossip weekly. So I'm still going to reserve judgement until I see some actual facts.



#627
Kage

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So I was warned by a moderator for posting this in Scuttlebutt, and it got moved to FEEDBACK?!

WTF?

 

Why would they warn me as if I had done something bad?

Can we please get this moved back to where it belongs, please? This is a topic discussing something we have seen in convention's coverage, which created a rumor of how tactics worked, and we still dont have confirmation.

 

If I dont get an explanation, I will just assume you wanted this post to be buried in a subforum nobody reads so it cannot affect your sales, which would be such a bad move just before release.

 

Edit: I mean, there is no feedback here, and I am obviously not making any suggestion. This is scuttlebutt, there is no way denying it.


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#628
SofaJockey

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Spoiler

 

All that fine control is just gone.

 

ok - the point about fine control I get - but I wonder whether the current mechanic gives control by other means.

 

I mean this screen:

 

oldtac.jpg

 

Was just gruelling. 

Whenever I did try to programme my own AI choices I rarely had enough slots and working out the permutations did my head in.

 

Under the targeting behaviour options - has anyone seen yet what the toggles are on that?

 

Once that is understood I think I would be quite happy to set preferences on eg preferred for Barriers, standard preference on offensive magic etc for a mage.



#629
TKavatar

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Under the targeting behaviour options - has anyone seen yet what the toggles are on that?

 

 

Some of those options can be seen in this video (go to 9:25)

 

 

Basically you can choose to defend/follow the controlled character/main character.



#630
Gnoster

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I did. Again, what's the big deal? All I see is a Level 3 Solas with 4 different behavioral options. You do realize that you only had 5 options at level 3 in DA2 as well, right?

 

I can give you my example: DA2's very advanced tactics can be read about from this post in the DA2 section of these forums. Under the section "Companion Builds/Level-up Guides/Tactics" he sets a bunch of very detailed and specific tactics for the party composition he proposes. I have played by this build, setup, and tactics and it made me blow through all enemies in DA2 on Nightmare without any problem and only controlling Hawke.

 

 

Compare those possibilities to what we have seen in preview and review videos of DAI, what DAI offer is:

  • Behaviors: When to use potion, preferred target and certain thresholds e.g. to preserve X number of mana and healing potions for you to manually use
  • Tactics: This allows you to set each activated ability as either Preferred ability, Manually (meaning only player is allowed to use it), or allowed but not preferred

The lack in DAI from DA2's amazing tactics are that one can't set up in which situations the character should use which spells. Best example of this from my linked DA2 thread is Merrill is set up to only use Chain Lightning on enemies, which are staggered because that combo basically one-shotted everything including bosses. It was even possible to chain tactics settings so she would only use it on certain enemies like dangerous mage or bosses and elites, and only when they were staggered. All this is gone from DAI meaning if you want to min/max your gameplay, you have to go almost 100% manual because you can't count on the mage using Barrier on the most correct party member, you can't count on your high dps rogue to focus fire enemy mages, etc.

 

Yes, from a roleplay perspective and from a "I never used tactics myself" perspective, this doesn't change anything (mostly the new AI will feel like an improvement). Problem is for the players, who like to min/max gameplay through setting up deep tactics, the game has lost a vital part of its combat mechanics. No matter how much progression Bioware has done in the landscape of AI, no AI can replace the ideas for min/max'ing a human player can come up with (the day that happens Skynet takes over anyway :P ).

 

Hope this gives some example into what we (the tactics people ;) ) are sad of loosing.


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#631
NRieh

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All I see is a Level 3 Solas with 4 different behavioral options. You do realize that you only had 5 options at level 3 in DA2 as well, right?

Wrong. One could fill up those 5 slots with anything in DAO\DA2. They were few from the beginning - true, but all possible conditions and actions were open for player. 

 

Screenshot has little room for the interpretation. That 'level 3 Solas' can only adjust his 'mana reserve', min. health (to drink a potion) and min number of potions (to keep in the inventory).

 

There is also a 'targeting' something. Note, that Solas can not automatically change the type of target outside this window. If he's set to assist PC - he's going to assist the PC, even if Varric or Vivienne is taking some damage and is in need of assistance. From what I remember, DAI UI had some sort of 'assist' button, but it means that player needs to switch characters in order to do so. In DA2 one could just script it once, and prioritize targets up to one's tastes.  



#632
aeoncs

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Wrong. One could fill up those 5 slots with anything in DAO\DA2. They were few from the beginning - true, but all possible conditions and actions were open for player.

 

That doesn't completely exclude the possibility that more and deeper options will be unlocked. And even if that's not the case, you can't really fault them for simplifying it, considering that back when DA2 was released the forums were swarmed with people who were utterly overwhelmed by the tactics system and many of its options.

And supposedly, companions act a lot smarter on their own this time around, so we might not even need such an extensive variety.

 

I did in fact like the complexity of the tactics system and I'm sad to see it gone, but I will still reserve judgement until I have actually experienced how it works in DA:I.



#633
tmp7704

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And PC Gamer's opinion is worth nothing, no matter the topic, they're little more than a gaming gossip weekly. So I'm still going to reserve judgement until I see some actual facts.

It's not opinion. That part of the review states these "actual facts" you say you're after.

In Inquisition, you have some agency over when healing items are consumed, but skills can only be enabled, disabled or marked as preferential—giving them priority over other skills.



#634
aeoncs

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It's not opinion. That part of the review states these "actual facts" you say you're after.
 

 

Considering making statements that turn out to be false is one of their greatest hobbies, you never know.



#635
tmp7704

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Considering making statements that turn out to be false is one of their greatest hobbies, you never know.

Given what the reviewer says appears to match everything else we've seen on the topic up to this point, i don't think it makes much sense to disregard it basing just on some paranoid "they lie! they always lie!".

#636
NRieh

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That doesn't completely exclude the possibility that more and deeper options will be unlocked.

Oh yeah, well, a girl can dream, sure...

 

 

 

And even if that's not the case, you can't really fault them for simplifying it, considering that back when DA2 was released the forums were swarmed with people who were utterly overwhelmed by the tactics system and many of its options.

Those who did not need complex tactics used default presets anyway. And those who needed it had a powerful tool. There was no need to remove it completely. It's same as with removing save&exit feature from Bioshock:infinite just because someone might use saves to simplify the hard mode. 

 

 

supposedly, companions act a lot smarter on their own this time around, so we might not even need such an extensive variety.

No matter how 'smart' they are, it's player who plays the game. The more control over options is given to the player - the better.

As it looks now, either those tactics and behaviors matter very little (e.g. due to the overall 'hack-n-slash'-ness of the game) or players are forced to micromanage a lot and play it RTS\TBS-style.

 

I agree that we will only find out once we play it, though.  


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#637
tmp7704

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Oh yeah, well, a girl can dream, sure...

The PC Gamer review dude claims he's played the game for over 50 hours and to the conclusion of main storyline. If the tactical options were getting unlocks at some point, that'd likely get a mention in the part of the review that covers them.

I'd guess this would be little more than a pipedream at this point, and anyone clinging to it is just setting themselves up for more disappointment.

#638
NRieh

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Yes, from a roleplay perspective and from a "I never used tactics myself" perspective, this doesn't change anything

I disagree about the 'roleplay' part. As I said before - it was a nice and easy tool to add some 'relations' into the combat process. I doubt the new AI has that one covered.  :)



#639
Lucirak

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see in this video..shows everything (after 3:00)


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#640
Star fury

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So I was warned by a moderator for posting this in Scuttlebutt, and it got moved to FEEDBACK?!

WTF?

 

Why would they warn me as if I had done something bad?

Can we please get this moved back to where it belongs, please? This is a topic discussing something we have seen in convention's coverage, which created a rumor of how tactics worked, and we still dont have confirmation.

 

If I dont get an explanation, I will just assume you wanted this post to be buried in a subforum nobody reads so it cannot affect your sales, which would be such a bad move just before release.

 

Edit: I mean, there is no feedback here, and I am obviously not making any suggestion. This is scuttlebutt, there is no way denying it.

I'm absolutely NOT saying that your thread is bad for a positive image of DAI days before the release when more and more people will come to bsn. It's all just annoying conspiracy theories!


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#641
xkg

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I'm absolutely NOT saying that your thread is bad for a positive image of DAI days before the release when more and more people will come to bsn. It's all just annoying conspiracy theories!

 

Moderation on this partt of the forum is a joke now. Seriously. Especially that one ... not going to point fingers. It's obvious who.

 

Ninja Stan, where are you ? Come back please. I'll rather look at your "End of line" entire days than the new "We're done here".



#642
AlanC9

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Yes, from a roleplay perspective and from a "I never used tactics myself" perspective, this doesn't change anything (mostly the new AI will feel like an improvement). Problem is for the players, who like to min/max gameplay through setting up deep tactics, the game has lost a vital part of its combat mechanics. No matter how much progression Bioware has done in the landscape of AI, no AI can replace the ideas for min/max'ing a human player can come up with (the day that happens Skynet takes over anyway :P ).


I'd go a little further, since I think it hurts role-playing a bit too. How and when to use Chain Lightning is something that Hawke and Merrill could talk through out-of-combat, for instance.

#643
Augustus Tirion

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So I was warned by a moderator for posting this in Scuttlebutt, and it got moved to FEEDBACK?!

WTF?

 

Why would they warn me as if I had done something bad?

Can we please get this moved back to where it belongs, please? This is a topic discussing something we have seen in convention's coverage, which created a rumor of how tactics worked, and we still dont have confirmation.

 

If I dont get an explanation, I will just assume you wanted this post to be buried in a subforum nobody reads so it cannot affect your sales, which would be such a bad move just before release.

 

Edit: I mean, there is no feedback here, and I am obviously not making any suggestion. This is scuttlebutt, there is no way denying it.

So... BW is now handing out warnings for topics that are over a week old.

A topic started BEFORE players could get their hands on it, so how could it possibly go in the Feedback thread????

 

Brilliant f-ing work, mods  :angry:

Instead of just trying to hide the damn truth by burying it in a lesser visited forum, TALK TO US.


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#644
Chrom72

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Ok, now it's just funny. Wait for almost a week until the reviews are published and then move it to feedback. Really, all it would have taken is a brief "Sorry, but all of the new features and detail added to Inquisition meant that we had to move focus from elsewhere, and tactics is where we decided to cut." People would have been mad, but at least it's direct. 



#645
errantknight

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Damn it, damn it, damn it! I really thought the message was recieved the the simplifications of DA2 weren't appreciated. I really liked having complete control of companion behaviors. I'd be willing to bet that abilities remain as limited as they were in DA2, as well. Maybe this is wrong, but if it's right, it's a huge disappointment.



#646
Kradus9

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No progamable strategy is a BIG downgrade from what dragon age is.


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#647
Gothfather

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I can give you my example: DA2's very advanced tactics can be read about from this post in the DA2 section of these forums. Under the section "Companion Builds/Level-up Guides/Tactics" he sets a bunch of very detailed and specific tactics for the party composition he proposes. I have played by this build, setup, and tactics and it made me blow through all enemies in DA2 on Nightmare without any problem and only controlling Hawke.

 

 

Compare those possibilities to what we have seen in preview and review videos of DAI, what DAI offer is:

  • Behaviors: When to use potion, preferred target and certain thresholds e.g. to preserve X number of mana and healing potions for you to manually use
  • Tactics: This allows you to set each activated ability as either Preferred ability, Manually (meaning only player is allowed to use it), or allowed but not preferred

The lack in DAI from DA2's amazing tactics are that one can't set up in which situations the character should use which spells. Best example of this from my linked DA2 thread is Merrill is set up to only use Chain Lightning on enemies, which are staggered because that combo basically one-shotted everything including bosses. It was even possible to chain tactics settings so she would only use it on certain enemies like dangerous mage or bosses and elites, and only when they were staggered. All this is gone from DAI meaning if you want to min/max your gameplay, you have to go almost 100% manual because you can't count on the mage using Barrier on the most correct party member, you can't count on your high dps rogue to focus fire enemy mages, etc.

 

Yes, from a roleplay perspective and from a "I never used tactics myself" perspective, this doesn't change anything (mostly the new AI will feel like an improvement). Problem is for the players, who like to min/max gameplay through setting up deep tactics, the game has lost a vital part of its combat mechanics. No matter how much progression Bioware has done in the landscape of AI, no AI can replace the ideas for min/max'ing a human player can come up with (the day that happens Skynet takes over anyway :P ).

 

Hope this gives some example into what we (the tactics people ;) ) are sad of loosing.

Except that in the recent prologue reveal on twich the devs said when enemies have a condition that a companion can exploit the AI AUTOMATICALLY uses said ability. So now you no longer need to tell the AI to do it with a tactics entry because the basic AI system does it without the use of a tactics entry. ERGO you have the same capability as before without the need of using tactics.

 

http://www.twitch.tv/bioware/c/5471132



#648
Morroian

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Except that in the recent prologue reveal on twich the devs said when enemies have a condition that a companion can exploit the AI AUTOMATICALLY uses said ability. So not you no longer need to tell the AI to do it with a tactics entry because the basic AI system does it without the use of a tactics entry. ERGO you have the same capability as before without the need of using tactics.

 

 

That misses the point.



#649
Guest_EntropicAngel_*

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Fixed it for you.

 

Don't be silly. This has nothing to do with EA.

 

 

Something that came to my mind today: "this is the Dragon Age game we always wanted to make." Apparently, the DA team never actually wanted tactics in their game. Apparently, the DA team never actually wanted level-up attributes in their game. Apparently, the DA team never actually wanted auto-attack in their games.

 

The more you know.


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#650
Zatche

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Except that in the recent prologue reveal on twich the devs said when enemies have a condition that a companion can exploit the AI AUTOMATICALLY uses said ability. So not you no longer need to tell the AI to do it with a tactics entry because the basic AI system does it without the use of a tactics entry. ERGO you have the same capability as before without the need of using tactics.

http://www.twitch.tv/bioware/c/5471132

I don't need to set conditional tactics for my party members that exploit cross class combos. I want to. I like figuring out which ones work well and which don't.